//calculates the treatment assignment results for today; //creates a next day and displays it; //checks if player has reached a lose/win state; public IEnumerator taskOnClick() { //Calculate treatment decisions/apply treatment; if (state == 0) { if (clicked == true) { nextDay.enabled = false; lefty.GetComponent <Slider> ().enabled = false; righty.GetComponent <Slider> ().enabled = false; world.calculate(init); if (world.totalDays() == 1) { end = "none"; csv.firstDayAdder(world, init); } else { csv.nextDayAdder(world, init); } j.jAdder(world, init, this); txt.updateText(world, 1); fill.nextDay(world, 1); //1. cure people in clinic and population yield return(StartCoroutine(spawner.cure(init, world))); spawner2.cure(init, world); //2. make cured/still sick people move from clinic to population GameObject.Find("Pump").GetComponent <Animator> ().SetBool("Pump", true); pump.Play(); yield return(StartCoroutine(spawner.disappear())); GameObject.Find("Pump").GetComponent <Animator> ().SetBool("Pump", false); yield return(StartCoroutine(spawner2.appear())); clicked = false; } //Create a New Day; if (checker == true && end == "none") { world.nextDay(init); PercentageSlider.setter(); txt.updateDay(world, 1); //commented out for now since we don't want to reset the values to 0; lefty.GetComponent <Slider> ().value = 0f; righty.GetComponent <Slider> ().value = 0f; //3. make people catch disease in population yield return(StartCoroutine(spawner2.catchDisease(world))); //yield return new WaitForSecondsRealtime (1f); //4. move sick people from population to clinic yield return(StartCoroutine(spawner2.disappear())); GameObject.Find("Pump").GetComponent <Animator> ().SetBool("PumpBack", true); yield return(new WaitForSecondsRealtime(1f)); yield return(StartCoroutine(spawner.appear(world))); GameObject.Find("Pump").GetComponent <Animator> ().SetBool("PumpBack", false); end = StopRule.check(world, init); if (end != "none") { world.calculate(init); j.jAdder(world, init, this); go.gmOver(end); yield return(null); } else { checker = false; nextDay.enabled = true; lefty.GetComponent <Slider> ().enabled = true; righty.GetComponent <Slider> ().enabled = true; txt.sickUpdate(world); } yield return(null); } yield return(null); } yield return(null); }